Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch

  title={Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch},
  author={Carl Therrien and M. Picard},
  journal={New Media \& Society},
  pages={2323 - 2339}
NEC’s TurboGrafx-16 console, as its very name suggests, was caught in the middle of loaded discourses about technology. In this article, we seek to reflect on the initial encounter between the player and any given platform, the one that occurs through a marketed image. The authors of Digital Play insisted already in 2003 that it is essential to study the interactions between technology and marketing practices to better understand the video game experience. More recently, James Newman has… Expand
Format(ive) Wars: Formation of the British Videogames Industry in the 1980s
Format’, ‘platform’ or ‘console’ wars are a defining characteristic of the development of a discourse of generational linear-chronology among videogame technologies. The UK is typified as theExpand
A future for game histories?
Abstract Recent years have seen an efflorescence of writing and curatorial work focused upon the past of video games. However, this work has tended to concentrate on particular forms of analysis, andExpand
Minor Platforms in Videogame History
This chapter defines key terms such as ‘minor’ and ‘platform’ and situates the book in relation to existing research on media archaeology, platform studies, and videogame history. It develops threeExpand
Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts
This chapter considers the different ways that audiences invest meanings in a cultural software. Inherent in any of these understandings of the role and mediations of a cultural software areExpand
Technologie et design de jeu
La technologie est au cœur du discours sur l’evolution des jeux ; des jeux video, en premier lieu, mais egalement de nombreux sports. Les etudes du jeu actuelles ne rendent pourtant pas bien compteExpand


The video game explosion : a history from PONG to PlayStation and beyond
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video gamesExpand
Best Before: Videogames, Supersession and Obsolescence
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles andExpand
Great Northern Machine Wars: Rivalry Between User Groups in Finland
This article approaches the topic from a Finnish hobbyist perspective through three case studies, ranging from the emergence of affordable home computers and video game consoles in the early 1980s to modern-day wars, suggesting the essence of the computer wars has remained largely unchanged. Expand
From Sun Tzu to Xbox: War and Video Games
Part of an industry that now earns more yearly than the Hollywood box office, video games have entered the forefront of the militarization of popular culture. How did this once-innocent pastimeExpand
The Future Was Here: The Commodore Amiga
Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult boxExpand
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
Ben Mezrich Ben Mezrich, bestselling author of Bringing Down the House and Straight Flush, Reviews Console Wars OK, full disclosure: I spent most of my twenties obsessed with GoldenEye on theExpand
Racing the Beam: The Atari Video Computer System
The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered theExpand
New Media and Popular Imagination: Launching Radio, Television, and Digital Media in the United States
Introduction 1. Cinema and Wireless in Turn of the Century Imagination 2. The Wireless Nation: Defining Radio as a Domestic Technology 3. The Amateur, the Housewife, and the Salesroom Floor: TheExpand
American Technological Sublime
  • D. Nye
  • Sociology, Computer Science
  • IEEE Technology and Society Magazine
  • 1997
American Technological Sublime is a study of the politics of perception in industrial society and suggests that the sublime itself has a history - that sublime experiences are emotional configurations that emerge from new social and technological conditions, and that each new configuration to some extent undermines and displaces the older versions. Expand
Supercade: A Visual History of the Videogame Age 1971-1984
From the Publisher: "From Pong to Pac-Man, Asteroids to Zaxxon - more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious foreverExpand